scummvm/engines/agi/detection.cpp

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "base/plugins.h"
#include "engines/advancedDetector.h"
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#include "common/config-manager.h"
#include "common/file.h"
#include "common/md5.h"
#include "common/savefile.h"
#include "common/textconsole.h"
#include "common/translation.h"
#include "graphics/thumbnail.h"
#include "graphics/surface.h"
#include "agi/agi.h"
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#include "agi/preagi.h"
#include "agi/preagi_mickey.h"
#include "agi/preagi_troll.h"
#include "agi/preagi_winnie.h"
#include "agi/wagparser.h"
namespace Agi {
struct AGIGameDescription {
ADGameDescription desc;
int gameID;
int gameType;
uint32 features;
uint16 version;
};
uint32 AgiBase::getGameID() const {
return _gameDescription->gameID;
}
uint32 AgiBase::getFeatures() const {
return _gameFeatures;
}
Common::Platform AgiBase::getPlatform() const {
return _gameDescription->desc.platform;
}
Common::Language AgiBase::getLanguage() const {
return _gameDescription->desc.language;
}
uint16 AgiBase::getVersion() const {
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return _gameVersion;
}
uint16 AgiBase::getGameType() const {
return _gameDescription->gameType;
}
const char *AgiBase::getGameMD5() const {
return _gameDescription->desc.filesDescriptions[0].md5;
}
void AgiBase::initFeatures() {
_gameFeatures = _gameDescription->features;
}
void AgiBase::setFeature(uint32 feature) {
_gameFeatures |= feature;
}
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void AgiBase::setVersion(uint16 version) {
_gameVersion = version;
}
void AgiBase::initVersion() {
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_gameVersion = _gameDescription->version;
}
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const char *AgiBase::getDiskName(uint16 id) {
for (int i = 0; _gameDescription->desc.filesDescriptions[i].fileName != NULL; i++)
if (_gameDescription->desc.filesDescriptions[i].fileType == id)
return _gameDescription->desc.filesDescriptions[i].fileName;
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return "";
}
}
static const PlainGameDescriptor agiGames[] = {
{"agi", "Sierra AGI game"},
{"agi-fanmade", "Fanmade AGI game"},
{"agidemo", "AGI Demo"},
{"bc", "The Black Cauldron"},
{"caitlyn", "Caitlyn's Destiny"},
{"ddp", "Donald Duck's Playground"},
{"goldrush", "Gold Rush!"},
{"kq1", "King's Quest I: Quest for the Crown"},
{"kq2", "King's Quest II: Romancing the Throne"},
{"kq3", "King's Quest III: To Heir Is Human"},
{"kq4", "King's Quest IV: The Perils of Rosella"},
{"lsl1", "Leisure Suit Larry in the Land of the Lounge Lizards"},
{"mickey", "Mickey\'s Space Adventure"},
{"mixedup", "Mixed-Up Mother Goose"},
{"mh1", "Manhunter 1: New York"},
{"mh2", "Manhunter 2: San Francisco"},
{"pq1", "Police Quest I: In Pursuit of the Death Angel"},
{"serguei1", "Serguei's Destiny 1"},
{"serguei2", "Serguei's Destiny 2"},
{"sq0", "Space Quest 0: Replicated"},
{"sq1", "Space Quest I: The Sarien Encounter"},
{"sq2", "Space Quest II: Vohaul's Revenge"},
{"sqx", "Space Quest X: The Lost Chapter"},
{"tetris", "AGI Tetris"},
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{"troll", "Troll\'s Tale"},
{"winnie", "Winnie the Pooh in the Hundred Acre Wood"},
{"xmascard", "Xmas Card"},
{0, 0}
};
#include "agi/detection_tables.h"
static const ADExtraGuiOptionsMap optionsList[] = {
{
GAMEOPTION_ORIGINAL_SAVELOAD,
{
_s("Use original save/load screens"),
_s("Use the original save/load screens instead of the ScummVM ones"),
"originalsaveload",
false
}
},
{
GAMEOPTION_AMIGA_ALTERNATIVE_PALETTE,
{
_s("Use an alternative palette"),
_s("Use an alternative palette, common for all Amiga games. This was the old behavior"),
"altamigapalette",
false
}
},
{
GAMEOPTION_DISABLE_MOUSE,
{
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_s("Mouse support"),
_s("Enables mouse support. Allows to use mouse for movement and in game menus."),
"mousesupport",
true
}
},
{
GAMEOPTION_USE_HERCULES_FONT,
{
_s("Use Hercules hires font"),
_s("Uses Hercules hires font, when font file is available."),
"herculesfont",
false
}
},
{
GAMEOPTION_COMMAND_PROMPT_WINDOW,
{
_s("Pause when entering commands"),
_s("Shows a command prompt window and pauses the game (like in SCI) instead of a real-time prompt."),
"commandpromptwindow",
false
}
},
AD_EXTRA_GUI_OPTIONS_TERMINATOR
};
using namespace Agi;
class AgiMetaEngine : public AdvancedMetaEngine {
mutable Common::String _gameid;
mutable Common::String _extra;
public:
AgiMetaEngine() : AdvancedMetaEngine(Agi::gameDescriptions, sizeof(Agi::AGIGameDescription), agiGames, optionsList) {
_singleId = "agi";
_guiOptions = GUIO1(GUIO_NOSPEECH);
}
virtual const char *getName() const {
return "AGI preAGI + v2 + v3";
}
virtual const char *getOriginalCopyright() const {
return "Sierra AGI Engine (C) Sierra On-Line Software";
}
virtual bool hasFeature(MetaEngineFeature f) const;
virtual bool createInstance(OSystem *syst, Engine **engine, const ADGameDescription *desc) const;
virtual SaveStateList listSaves(const char *target) const;
virtual int getMaximumSaveSlot() const;
virtual void removeSaveState(const char *target, int slot) const;
SaveStateDescriptor querySaveMetaInfos(const char *target, int slot) const;
ADDetectedGame fallbackDetect(const FileMap &allFiles, const Common::FSList &fslist) const override;
};
bool AgiMetaEngine::hasFeature(MetaEngineFeature f) const {
return
(f == kSupportsListSaves) ||
(f == kSupportsLoadingDuringStartup) ||
(f == kSupportsDeleteSave) ||
(f == kSavesSupportMetaInfo) ||
(f == kSavesSupportThumbnail) ||
(f == kSavesSupportCreationDate) ||
(f == kSavesSupportPlayTime) ||
(f == kSimpleSavesNames);
}
bool AgiBase::hasFeature(EngineFeature f) const {
return
(f == kSupportsRTL) ||
(f == kSupportsLoadingDuringRuntime) ||
(f == kSupportsSavingDuringRuntime);
}
bool AgiMetaEngine::createInstance(OSystem *syst, Engine **engine, const ADGameDescription *desc) const {
const Agi::AGIGameDescription *gd = (const Agi::AGIGameDescription *)desc;
bool res = true;
switch (gd->gameType) {
case Agi::GType_PreAGI:
switch (gd->gameID) {
case GID_MICKEY:
*engine = new Agi::MickeyEngine(syst, gd);
break;
case GID_TROLL:
*engine = new Agi::TrollEngine(syst, gd);
break;
case GID_WINNIE:
*engine = new Agi::WinnieEngine(syst, gd);
break;
}
break;
case Agi::GType_V1:
case Agi::GType_V2:
case Agi::GType_V3:
*engine = new Agi::AgiEngine(syst, gd);
break;
default:
res = false;
error("AGI engine: unknown gameType");
}
return res;
}
SaveStateList AgiMetaEngine::listSaves(const char *target) const {
const uint32 AGIflag = MKTAG('A', 'G', 'I', ':');
Common::SaveFileManager *saveFileMan = g_system->getSavefileManager();
Common::StringArray filenames;
Common::String pattern = target;
pattern += ".###";
filenames = saveFileMan->listSavefiles(pattern);
SaveStateList saveList;
for (Common::StringArray::const_iterator file = filenames.begin(); file != filenames.end(); ++file) {
// Obtain the last 3 digits of the filename, since they correspond to the save slot
int slotNr = atoi(file->c_str() + file->size() - 3);
if (slotNr >= 0 && slotNr <= 999) {
Common::InSaveFile *in = saveFileMan->openForLoading(*file);
if (in) {
uint32 type = in->readUint32BE();
char description[31];
if (type == AGIflag) {
uint16 descriptionPos = 0;
in->read(description, 31);
// Security-check, if saveDescription has a terminating NUL
while (description[descriptionPos]) {
descriptionPos++;
if (descriptionPos >= sizeof(description))
break;
}
if (descriptionPos >= sizeof(description)) {
strcpy(description, "[broken saved game]");
}
} else {
strcpy(description, "[not an AGI saved game]");
}
delete in;
saveList.push_back(SaveStateDescriptor(slotNr, description));
}
}
}
// Sort saves based on slot number.
Common::sort(saveList.begin(), saveList.end(), SaveStateDescriptorSlotComparator());
return saveList;
}
int AgiMetaEngine::getMaximumSaveSlot() const { return 999; }
void AgiMetaEngine::removeSaveState(const char *target, int slot) const {
Common::String fileName = Common::String::format("%s.%03d", target, slot);
g_system->getSavefileManager()->removeSavefile(fileName);
}
SaveStateDescriptor AgiMetaEngine::querySaveMetaInfos(const char *target, int slotNr) const {
const uint32 AGIflag = MKTAG('A', 'G', 'I', ':');
Common::String fileName = Common::String::format("%s.%03d", target, slotNr);
Common::InSaveFile *in = g_system->getSavefileManager()->openForLoading(fileName);
if (in) {
if (in->readUint32BE() != AGIflag) {
delete in;
return SaveStateDescriptor();
}
char description[31];
uint16 descriptionPos = 0;
in->read(description, 31);
while (description[descriptionPos]) {
descriptionPos++;
if (descriptionPos >= sizeof(description))
break;
}
if (descriptionPos >= sizeof(description)) {
// broken description, ignore it
delete in;
SaveStateDescriptor descriptor(slotNr, "[broken saved game]");
return descriptor;
}
SaveStateDescriptor descriptor(slotNr, description);
// Do not allow save slot 0 (used for auto-saving) to be deleted or
// overwritten.
if (slotNr == 0) {
descriptor.setWriteProtectedFlag(true);
descriptor.setDeletableFlag(false);
} else {
descriptor.setWriteProtectedFlag(false);
descriptor.setDeletableFlag(true);
}
char saveVersion = in->readByte();
if (saveVersion >= 4) {
ALL: Load savegame thumbnail only when necessary This commit introduces the following changes: 1. Graphics::loadThumbnail() Now returns a boolean and takes a new argument skipThumbnail which defaults to false. In case of true, loadThumbnail() reads past the thumbnail data in the input stream instead of actually loading the thumbnail. This simplifies savegame handling where, up until now, many engines always read the whole savegame metadata (including the thumbnail) and then threw away the thumbnail when not needed (which is in almost all cases, the most common exception being MetaEngine::querySaveMetaInfos() which is responsible for loading savegame metadata for displaying it in the GUI launcher. 2. readSavegameHeader() Engines which already implement such a method (name varies) now take a new argument skipThumbnail (default: true) which is passed through to loadThumbnail(). This means that the default case for readSavegameHeader() is now _not_ loading the thumbnail from a savegame and just reading past it. In those cases, e.g. querySaveMetaInfos(), where we actually are interested in loading the thumbnail readSavegameHeader() needs to explicitely be called with skipThumbnail == false. Engines whose readSavegameHeader() (name varies) already takes an argument loadThumbnail have been adapted to have a similar prototype and semantics. I.e. readSaveHeader(in, loadThumbnail, header) now is readSaveHeader(in, header, skipThumbnail). 3. Error handling Engines which previously did not check the return value of readSavegameHeader() (name varies) now do so ensuring that possibly broken savegames (be it a broken thumbnail or something else) don't make it into the GUI launcher list in the first place.
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Graphics::Surface *thumbnail;
if (!Graphics::loadThumbnail(*in, thumbnail)) {
delete in;
return SaveStateDescriptor();
}
descriptor.setThumbnail(thumbnail);
uint32 saveDate = in->readUint32BE();
uint16 saveTime = in->readUint16BE();
if (saveVersion >= 9) {
in->readByte(); // skip over seconds of saveTime (not needed here)
}
if (saveVersion >= 6) {
uint32 playTime = in->readUint32BE();
descriptor.setPlayTime(playTime * 1000);
}
int day = (saveDate >> 24) & 0xFF;
int month = (saveDate >> 16) & 0xFF;
int year = saveDate & 0xFFFF;
descriptor.setSaveDate(year, month, day);
int hour = (saveTime >> 8) & 0xFF;
int minutes = saveTime & 0xFF;
descriptor.setSaveTime(hour, minutes);
}
delete in;
return descriptor;
} else {
SaveStateDescriptor emptySave;
// Do not allow save slot 0 (used for auto-saving) to be overwritten.
if (slotNr == 0) {
emptySave.setWriteProtectedFlag(true);
} else {
emptySave.setWriteProtectedFlag(false);
}
return emptySave;
}
}
ADDetectedGame AgiMetaEngine::fallbackDetect(const FileMap &allFilesXXX, const Common::FSList &fslist) const {
typedef Common::HashMap<Common::String, int32> IntMap;
IntMap allFiles;
bool matchedUsingFilenames = false;
bool matchedUsingWag = false;
int wagFileCount = 0;
WagFileParser wagFileParser;
Common::FSNode wagFileNode;
Common::String description;
// // Set the defaults for gameid and extra
_gameid = "agi-fanmade";
_extra.clear();
// Set the default values for the fallback descriptor's ADGameDescription part.
g_fallbackDesc.desc.language = Common::UNK_LANG;
g_fallbackDesc.desc.platform = Common::kPlatformDOS;
g_fallbackDesc.desc.flags = ADGF_NO_FLAGS;
// Set default values for the fallback descriptor's AGIGameDescription part.
g_fallbackDesc.gameID = GID_FANMADE;
g_fallbackDesc.features = GF_FANMADE;
g_fallbackDesc.version = 0x2917;
// First grab all filenames and at the same time count the number of *.wag files
for (Common::FSList::const_iterator file = fslist.begin(); file != fslist.end(); ++file) {
if (file->isDirectory()) continue;
Common::String filename = file->getName();
filename.toLowercase();
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allFiles[filename] = true; // Save the filename in a hash table
if (filename.hasSuffix(".wag")) {
// Save latest found *.wag file's path (Can be used to open the file, the name can't)
wagFileNode = *file;
wagFileCount++; // Count found *.wag files
}
}
if (allFiles.contains("logdir") && allFiles.contains("object") &&
allFiles.contains("picdir") && allFiles.contains("snddir") &&
allFiles.contains("viewdir") && allFiles.contains("vol.0") &&
allFiles.contains("words.tok")) { // Check for v2
// The default AGI interpreter version 0x2917 is okay for v2 games
// so we don't have to change it here.
matchedUsingFilenames = true;
// Check for AGIPAL by checking for existence of any of the files "pal.100" - "pal.109"
bool agipal = false;
char agipalFile[] = "pal.xxx";
for (uint i = 100; i <= 109; i++) {
sprintf(agipalFile, "pal.%d", i);
if (allFiles.contains(agipalFile)) {
agipal = true; // We found a file "pal.x" where 100 <= x <= 109 so it's AGIPAL
break;
}
}
if (agipal) { // Check if it is AGIPAL
description = "Unknown v2 AGIPAL Game";
g_fallbackDesc.features |= GF_AGIPAL; // Add AGIPAL feature flag
} else { // Not AGIPAL so just plain v2
description = "Unknown v2 Game";
}
} else { // Try v3
char name[8];
for (IntMap::const_iterator f = allFiles.begin(); f != allFiles.end(); ++f) {
if (f->_key.hasSuffix("vol.0")) {
memset(name, 0, 8);
strncpy(name, f->_key.c_str(), MIN((uint)8, f->_key.size() > 5 ? f->_key.size() - 5 : f->_key.size()));
if (allFiles.contains("object") && allFiles.contains("words.tok") &&
allFiles.contains(Common::String(name) + "dir")) {
matchedUsingFilenames = true;
description = "Unknown v3 Game";
g_fallbackDesc.version = 0x3149; // Set the default AGI version for an AGI v3 game
break;
}
}
}
}
// WinAGI produces *.wag file with interpreter version, game name and other parameters.
// If there's exactly one *.wag file and it parses successfully then we'll use its information.
if (wagFileCount == 1 && wagFileParser.parse(wagFileNode)) {
matchedUsingWag = true;
const WagProperty *wagAgiVer = wagFileParser.getProperty(WagProperty::PC_INTVERSION);
const WagProperty *wagGameID = wagFileParser.getProperty(WagProperty::PC_GAMEID);
const WagProperty *wagGameDesc = wagFileParser.getProperty(WagProperty::PC_GAMEDESC);
const WagProperty *wagGameVer = wagFileParser.getProperty(WagProperty::PC_GAMEVERSION);
const WagProperty *wagGameLastEdit = wagFileParser.getProperty(WagProperty::PC_GAMELAST);
// If there is an AGI version number in the *.wag file then let's use it
if (wagAgiVer != NULL && wagFileParser.checkAgiVersionProperty(*wagAgiVer)) {
// TODO/FIXME: Check that version number is something we support before trying to use it.
// If the version number is unsupported then it'll get switched to 0x2917 later.
// But there's the possibility that file based detection has detected something else
// than a v2 AGI game. So there's a possibility for conflicting information.
g_fallbackDesc.version = wagFileParser.convertToAgiVersionNumber(*wagAgiVer);
}
// Set gameid according to *.wag file information if it's present and it doesn't contain whitespace.
if (wagGameID != NULL && !Common::String(wagGameID->getData()).contains(" ")) {
_gameid = wagGameID->getData();
debug(3, "Agi::fallbackDetector: Using game id (%s) from WAG file", _gameid.c_str());
}
// Set game description and extra according to *.wag file information if they're present
if (wagGameDesc != NULL) {
description = wagGameDesc->getData();
debug(3, "Agi::fallbackDetector: Game description (%s) from WAG file", wagGameDesc->getData());
// If there's game version in the *.wag file, set extra to it
if (wagGameVer != NULL) {
_extra = wagGameVer->getData();
debug(3, "Agi::fallbackDetector: Game version (%s) from WAG file", wagGameVer->getData());
}
// If there's game last edit date in the *.wag file, add it to extra
if (wagGameLastEdit != NULL) {
if (!_extra.empty())
_extra += " ";
_extra += wagGameLastEdit->getData();
debug(3, "Agi::fallbackDetector: Game's last edit date (%s) from WAG file", wagGameLastEdit->getData());
}
}
} else if (wagFileCount > 1) { // More than one *.wag file, confusing! So let's not use them.
warning("More than one (%d) *.wag files found. WAG files ignored", wagFileCount);
}
// Check that the AGI interpreter version is a supported one
if (!(g_fallbackDesc.version >= 0x2000 && g_fallbackDesc.version < 0x4000)) {
warning("Unsupported AGI interpreter version 0x%x in AGI's fallback detection. Using default 0x2917", g_fallbackDesc.version);
g_fallbackDesc.version = 0x2917;
}
// Set game type (v2 or v3) according to the AGI interpreter version number
if (g_fallbackDesc.version >= 0x2000 && g_fallbackDesc.version < 0x3000)
g_fallbackDesc.gameType = GType_V2;
else if (g_fallbackDesc.version >= 0x3000 && g_fallbackDesc.version < 0x4000)
g_fallbackDesc.gameType = GType_V3;
// Check if we found a match with any of the fallback methods
if (matchedUsingWag || matchedUsingFilenames) {
_extra = description + (!_extra.empty() ? " " : "") + _extra; // Let's combine the description and extra
// Override the gameid & extra values in g_fallbackDesc.desc. This only works
// until the fallback detector is called again, and while the MetaEngine instance
// is alive (as else the string storage is modified/deleted).
g_fallbackDesc.desc.gameId = _gameid.c_str();
g_fallbackDesc.desc.extra = _extra.c_str();
Common::String fallbackWarning;
fallbackWarning = "Your game version has been detected using fallback matching as a\n";
fallbackWarning += Common::String::format("variant of %s (%s).\n", g_fallbackDesc.desc.gameId, g_fallbackDesc.desc.extra);
fallbackWarning += "If this is an original and unmodified version or new made Fanmade game,\n";
fallbackWarning += "please report any, information previously printed by ScummVM to the team.\n";
g_system->logMessage(LogMessageType::kWarning, fallbackWarning.c_str());
return ADDetectedGame(&g_fallbackDesc.desc);
}
return ADDetectedGame();
}
#if PLUGIN_ENABLED_DYNAMIC(AGI)
REGISTER_PLUGIN_DYNAMIC(AGI, PLUGIN_TYPE_ENGINE, AgiMetaEngine);
#else
REGISTER_PLUGIN_STATIC(AGI, PLUGIN_TYPE_ENGINE, AgiMetaEngine);
#endif
namespace Agi {
bool AgiBase::canLoadGameStateCurrently() {
if (!(getGameType() == GType_PreAGI)) {
if (getFlag(VM_FLAG_MENUS_ACCESSIBLE)) {
if (!_noSaveLoadAllowed) {
if (!cycleInnerLoopIsActive()) {
// We can't allow to restore a game, while inner loop is active
// For example Mixed Up Mother Goose has an endless loop for user name input
// Which means even if we abort the inner loop, the game would keep on calling
// GetString() until something is entered. And this would of course also happen
// right after restoring a saved game.
return true;
}
}
}
}
return false;
}
bool AgiBase::canSaveGameStateCurrently() {
if (getGameID() == GID_BC) // Technically in Black Cauldron we may save anytime
return true;
if (!(getGameType() == GType_PreAGI)) {
if (getFlag(VM_FLAG_MENUS_ACCESSIBLE)) {
if (!_noSaveLoadAllowed) {
if (!cycleInnerLoopIsActive()) {
if (promptIsEnabled()) {
return true;
}
}
}
}
}
return false;
}
int AgiEngine::agiDetectGame() {
int ec = errOK;
assert(_gameDescription != NULL);
if (getVersion() <= 0x2001) {
_loader = new AgiLoader_v1(this);
} else if (getVersion() <= 0x2999) {
_loader = new AgiLoader_v2(this);
} else {
_loader = new AgiLoader_v3(this);
}
ec = _loader->detectGame();
return ec;
}
} // End of namespace Agi